How much does gear improve your DPS?

So long long ago I made another thread where I estimated that Justice improves your dps by about 10%. So today I decided to actually do parses while wearing various gear to find the actual improvements.

For this test I used Enraged, Cleave, and Unstoppable with a Strength Primary Brawler/Vindicator setup. I used a macro to just have my character spam Cleave for about five minutes so it would be nice and consistent ( and so I didn't have to sit there clicking for that whole time ). Here are the results:

So we can see that my earlier estimation of about 10% was pretty damn close. We also see that slicers gloves on their own are as big of an upgrade as upgrading all your mercs to GCR pieces, so that should make it clear why they're locked behind the OV grind - if they were on the GCR vendor they would need to cost as much as 3 GCR pieces. Also we see that the biggest increase comes from piling DUC and Slicers on top of GCR gear, where the multiplicative nature of these upgrades really starts to rocket things skyward.

Depends on mods too, esp if you can't get your DPS mod in there, I think my lightning character went from about 3100 in crap purple secs, and r5'd heroic, to about 6200 once I got all her ov/r9s/justice stuff on her.

Depends on mods too, esp if you can't get your DPS mod in there, I think my lightning character went from about 3100 in crap purple secs, and r5'd heroic, to about 6200 once I got all her ov/r9s/justice stuff on her.

I mean sure, someone could choose not to slot a damage mod in their mercs but that's not a function of the gear itself. All the mods I used were R7 for that added touch of realism, except the damage mod which was R9. I kept the mods the same rank across all gears so as to not muddy the results. R7-R9 mods do fit into mercs.

I could also do a test to see how much of an increase comes from going from R5 mods to R7, and from the damage mod. I was actually going to test secondaries too, I just forgot. For this test I had Determined secondaries in Defense and Utility slots, and swapped the slicers out with a purple str/crit rating secondary.​​

did rando gear to heroic and determined cause someone asked about it elsewhere. At some point I may do the entire list from full rando up to justice+determined+slicers just to have it as one big thing... when I feel like sitting around testing again.​​

did rando gear to heroic and determined cause someone asked about it elsewhere. At some point I may do the entire list from full rando up to justice+determined+slicers just to have it as one big thing... when I feel like sitting around testing again.​​

Might as well do naked while you're in there.

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SIGNATURE:
Used to be coach on the forums. Still @coach in game.

Slicers seem more than a little overtuned to me. I mean sniper gloves aren't nearly as good. And the tank gloves generate less threat than then slicer gloves do, for a melee tank.

Where are my OP gloves for ranged maintains at?

How so? Defender gloves give you 10% more threat based on your damage and Slicer gloves give 10% more damage via a DoT. Seems to be the same. Except Defender gloves give you the shielding while Slicers give actual damage.​​

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-=-=-=-=-=-(CO in-game handle: @WarCan )-=-=-=-=-=-"Okay, you're DEAD, what do you do NEXT?"

How so? Defender gloves give you 10% more threat based on your damage and Slicer gloves give 10% more damage via a DoT. Seems to be the same. Except Defender gloves give you the shielding while Slicers give actual damage.​​

Defender gloves give you threat equal to 10% of your base (pre-mitigation) damage, unaffected by other threat mods. Thus, if you're doing a base of 800 dps and a real 600 dps to a target, it's adding 80 threat per second.
Slicer gloves give you damage equal to 10% of your base damage, so in the above example it's +80 base dps, +60 actual dps. This damage is affected by other threat modifiers. Assuming you have a +80% threat modifier and 35% from Confronts, that works out to (60x1.8) = +108 threat per second from damage, and (80x0.35) = +28 threat per second from Confronts; total +136 threat per second.

How so? Defender gloves give you 10% more threat based on your damage and Slicer gloves give 10% more damage via a DoT. Seems to be the same. Except Defender gloves give you the shielding while Slicers give actual damage.​​

Defender gloves give you threat equal to 10% of your base (pre-mitigation) damage, unaffected by other threat mods. Thus, if you're doing a base of 800 dps and a real 600 dps to a target, it's adding 80 threat per second.
Slicer gloves give you damage equal to 10% of your base damage, so in the above example it's +80 base dps, +60 actual dps. This damage is affected by other threat modifiers. Assuming you have a +80% threat modifier and 35% from Confronts, that works out to (60x1.8) = +108 threat per second from damage, and (80x0.35) = +28 threat per second from Confronts; total +136 threat per second.

Dammit, I REALLY do not want to do another OV farm to swap Slicers for my Defenders!

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SIGNATURE:
Used to be coach on the forums. Still @coach in game.

Dammit, I REALLY do not want to do another OV farm to swap Slicers for my Defenders!

You only have to do it if you really really want to compete with other tanks for that main tank spot. My suggestion is to let the tryhards have it. Not like anybody other than them notices are cares.​​

Dammit, I REALLY do not want to do another OV farm to swap Slicers for my Defenders!

Unless you're having trouble with threat, don't bother. Even if you are, well, you'd get as big a bonus out of increasing your dps by 4% as you get out of slicer gloves, and there may be easier ways to boost your dps that much.

Dammit, I REALLY do not want to do another OV farm to swap Slicers for my Defenders!

Unless you're having trouble with threat, don't bother. Even if you are, well, you'd get as big a bonus out of increasing your dps by 4% as you get out of slicer gloves, and there may be easier ways to boost your dps that much.

Ah cool, thanks for rationalizing me out of that!

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SIGNATURE:
Used to be coach on the forums. Still @coach in game.

Thank you for this, very helpful to know how they compare. Do you have any idea how well the Aurum Gear compares to something like Merc?

Is that that gear that levels with you? If so then it's terrible and should be abandoned the moment you can get some Merc o3o

To be clear, that "moment" should be upon reaching level 40. You can purchase Merc gear before 40 for the level you just purchased it at, iirc.

Aurum and other "gear that adjusts its' stats as you level" are pretty good for leveling. Some of the original gear just had stats. The "newer" gear gives some bonuses, such as minor healing, minor energy gain, during combat. So, it is better than "just stats" gear.​​

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-=-=-=-=-=-(CO in-game handle: @WarCan )-=-=-=-=-=-"Okay, you're DEAD, what do you do NEXT?"

Even before 40, around the 30s you can get a pretty big upgrade to your damage output by getting a slotted Offensive Primary and slapping a crit gem into it - doesn't need to be merc, any ol' green primary at or near your level that has a stat on it that matches up with your Form and two slots is good. Dump that chump and get yourself a hunk!​​